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[Custom Weapons] All Counter-Strike Weapons.

I present to you the full port of all Counter-Strike weapons (including the knife) to Sven Co-op in the Angelscript language.

Knife (weapon_csknife)

Glock-18 (weapon_csglock18)

Deagle (weapon_csdeagle)

Dual Berettas (weapon_dualelites)

Five-Seven (weapon_fiveseven)

USP (weapon_usp)

P228 (weapon_p228)

TMP (weapon_tmp)

MAC-10 (weapon_mac10)

MP5 (weapon_mp5navy)

P90 (weapon_p90)

UMP-45 (weapon_ump45)

FAMAS (weapon_famas)

Galil (weapon_galil)

Ak-47 (weapon_ak47)

M4A1 (weapon_m4a1)

SG552 (weapon_sg552)

AUG (weapon_aug)

Scout (weapon_scout)

AWP (weapon_awp)

G3SG1 (weapon_g3sg1)

SG550 (weapon_sg550)

M249 (weapon_csm249)

M3 Shotgun (weapon_m3)

XM1014 (weapon_xm1014)

High Explosive Grenade (weapon_hegrenade)

C4 (weapon_c4)

All of them with their features similiar to 1.6 style.
All of them include their own ammo (5.56 ammo is shared with weapons that use 5.56 with the exception of the m249 and so on)
Some of them have cs as pre-fix to prevent name conflicts.

Video made by VitorHunter

Registering the weapons as plugins (Good for server operators, and most people):

Type in chat \buy or type in console give *name of the weapon* and enjoy.

-A very big shout out to SoloKiller for giving me all the support and helping me understand more of the programming things Also a very big thanks to all people that helped me test and also gave me some support on the forums

-I would also like to request the developers to add functions to call for a scoped tunnel vision similiar to 1.6 when zooming.
And a way to fix 'uzis' player animation set for other weapons.

-If you're hosting this in dedicated server it will lag, because everything is being predicted by the server, not the game, so you will see most of the animations with lag when having 200+ ping.
-KaLo made a stadium3 ripent that uses most of the weapons and ammo. You can download it here.
-He also made re-skins for my weapons base. You can access it here.

If you find any glitches please report them in this threat.

You will not get support if you're trying to run this weapon plugin along with another weapon plugin!

Update 2.1:***WORKAROUND: Due to the game not being able to play Schedules in the Holster() functions anymore, a temporary fix is to not let the players drop weapons
That means you'll not be able to drop the: HE Grenade, and the C4***
Unfortunately nothing else was updated prior to this release. There is a code rewrite in the making and planned for release after 5.16. Stay tunned.

Update 2.0:
-Support for 5.11 API;
-Added weapon_c4 (Thanks Nero! Also D.N.I.O. 071 for the new playermodel with the backpack);
-Added cs16.fgd for mappers (Thanks R4to0!);
-Brought back DestroyItem() to HE Grenade;
-Changed all names of the ammo entities (they're on the Notes section, and again mappers, remember to change the name of the entities on your maps if you previously used them);
-Changed the whole folder structure to a more organized one (Mappers, remember to change your structure as well in case you used them);
-Numerous fixes about Holster;
-Empty Sounds are now played on CHAN_AUTO, fixes shoot sounds being stopped;
-Fixed draw sound on MAC10;
-Changed shotgunshell.mdl to use hlclassic (included in the 5.11 update);
-Removed unused knife viewmodel;
-Changed knife's worldmodel (Thanks D.N.I.O. 071!);
-Fire in the hole!

Update 1.8:
-Optimized compatibility with WW2 and various other weapons;
-Bullets now eject from the same direction as in CS1.6;
-Increased FOV in AUG/SG552 to the same value as in CS1.6;
-Changes to recoil in some weapons;
-Scoping in will now slow your speed, like in CS1.6.

Update 1.7:
-Pistols now are trully semi automatic (Thanks Julcoool).
-You can now pick up the same weapon_hegrenade from the ground as ammo (Thanks fgsfds).
-Optimization for the code (It no longer uses a bunch of enums).
-Added CS1.6 original shells to each weapon.
-Added updated Buy Menu Script (Just type buy/buy <weapon> and happy buying).

Update 1.5:
-Scoped weapons have more innacuracy when not scoped.
-Added more punches in the AK-47 (Recoil is more difficult to control).
-Added HE Grenades (They have their own custom ammo [weapon_hegrenade] because it will conflict with the weapon_handgrenade. Also included in the .res file).

Update 1.2:
-Now silencers do have a reason!
-Changed names so that they don't conflict with other stuff.
-Removed 'Nova Pasta'.
-Some updates in the codes for pistols and weapons that uses multiple shooting sounds.

Re: [Custom Weapons] All Counter-Strike Weapons.

Oh man, this is huge.

Think we should notify any old CS communities? Would be nice to get some more crossover & potential mappers for cs based campaigns. Futhermore is there any classic CS playermodels that include mouth/mic rigging? The only ones im aware of don't and are still pre-5.0.

Re: [Custom Weapons] All Counter-Strike Weapons.

I'm pretty sure the Uber player model pack had CS 1.6 player models with outdated animations, but I doubt that they have mouth movement at all. If there is any interest I could take the time to separate the models to have a CS player pack.

And without going off-topic, great job, it's cool to see these script releases at this rate.

Have a nice day, no matter what you went through it'll all be okay by tomorrow.

Re: [Custom Weapons] All Counter-Strike Weapons.

Nice one , but I still hope these things goes true:

1. Shield: I found a map named sc_army4final21 , the medic and some grunts are equipped shield and they really blocking bullets when you shoot their shield, if this "immune hitbox" can use on player , CS shield will achieve.

2. Smoke Grenade: I know it did nothing damage in CS, but the smoke look like monster_chumtoad's poison smoke , if this smoke grenade become a damaging smoke grenade , it will be fun.

3. HighExplode Grenade: its very normal , just a weapon_handgrenade reskin.

4. Flash Grenade: .....trolling weapon, if it can make monster goes panic (create an env_fade only affect on player who saw this grenade blow) , it still can use for some use.

5. Real Silencer Effect: the silencer actually doing nothing now. However sometimes you shoot , NPCs will run to the sound source to check out what happening here, if Silencer denied the NPC sound detecting , it can use when Enemy is back on you or Enemy is alone so their friend can't detect your shot.

Re: [Custom Weapons] All Counter-Strike Weapons.

CS uses engine level support for the shield. I don't know how it accesses this, i think some entvars_t variable is used to pass along this information. I recall seeing it while working on a crash bug in the traceline code, but i can't recall what it looked like.

This conflict happens because there is another script with the same name as the MP5navy. adding a sufix to that stuff will fix it.

VECTOR_CONE_DM_SHOTGUN and SHOTGUN_SINGLE_PELLETCOUNT is also conflicting with another script.

No class called "ammo_556NatoMag"! This class is inside the M4a1 script. Remember to enable it.

Nice one , but I still hope these things goes true:

Name: shield.png
Views: 1
Size: 600.0 KB
ID: 17211
1. Shield: I found a map named sc_army4final21 , the medic and some grunts are equipped shield and they really blocking bullets when you shoot their shield, if this "immune hitbox" can use on player , CS shield will achieve.

Name: smoke.png
Views: 0
Size: 26.3 KB
ID: 17212
2. Smoke Grenade: I know it did nothing damage in CS, but the smoke look like monster_chumtoad's poison smoke , if this smoke grenade become a damaging smoke grenade , it will be fun.

Name: flash.png
Views: 0
Size: 22.7 KB
ID: 17213
4. Flash Grenade: .....trolling weapon, if it can make monster goes panic (create an env_fade only affect on player who saw this grenade blow) , it still can use for some use.

5. Real Silencer Effect: the silencer actually doing nothing now. However sometimes you shoot , NPCs will run to the sound source to check out what happening here, if Silencer denied the NPC sound detecting , it can use when Enemy is back on you or Enemy is alone so their friend can't detect your shot.

Thanks for the feedback, will get to work on that as soon as I can. (as of right now I'm trying to implement the HE Grenade using Nero's base code)

Re: [Custom Weapons] All Counter-Strike Weapons.

damn this is neat, already did some ripent jobs to old maps with these to spice them up so far.

something i wanna suggest tho: would be nice to have some version that changes ammo types to default sven ones, for compability and faster implementation in maps. if not else u should atleast update the forum post with the ammo types u made and which guns use which.

second the folder structure is pretty unnecessarily cluttered, for example how all the guns have separate folders that fill straightup inside sound/models folder.
would been easy to have a folder called cs16guns or something to hold them in, but i guess that would break stuff in this point.

also to mention about rather obvious idea with bigger effort which is CS buy menu, should be possible in amx menu style and would be cool as hell.

last something i forgot to mention: make a general res file template for servers so regular players wont end up shooting with ERROR signs.
edit: made a resfile with flrgen myself, now im wondering what is models/m4a1/Nova pasta/v_m4a1.mdl lol.
not else but shouldnt have spaces in names

Re: [Custom Weapons] All Counter-Strike Weapons.

Originally Posted by RNG

damn this is neat, already did some ripent jobs to old maps with these to spice them up so far.

something i wanna suggest tho: would be nice to have some version that changes ammo types to default sven ones, for compability and faster implementation in maps. if not else u should atleast update the forum post with the ammo types u made and which guns use which.

second the folder structure is pretty unnecessarily cluttered, for example how all the guns have separate folders that fill straightup inside sound/models folder.
would been easy to have a folder called cs16guns or something to hold them in, but i guess that would break stuff in this point.

also to mention about rather obvious idea with bigger effort which is CS buy menu, should be possible in amx menu style and would be cool as hell.

last something i forgot to mention: make a general res file template for servers so regular players wont end up shooting with ERROR signs.
edit: made a resfile with flrgen myself, now im wondering what is models/m4a1/Nova pasta/v_m4a1.mdl lol.
not else but shouldnt have spaces in names

Over and over I keep forgeting about that folder, you can delete that folder btw. (Testing leftovers)

The reason why things aren't organized like they should is that the models already call for sounds by default (like they are already set up to be in one single place, moving that file even when precaching the sound will break the sound). I could do more organized things for the models in the future, but I'm currently working in the HE Grenade.

Solokiller already made a buy menu long ago, maybe in the next update it can be fully implemented?

also the script ask for files that seems to be missing:
sprites/customweapons/640hud8.spr'
sprites/customweapons/640hud9.spr'
'models/xm1014/v_xm1014.mdl'
'models/xm1014/w_xm1014.mdl'
'models/xm1014/p_xm1014.mdl'
'sprites/customweapons/sniper_scope.spr'
'sprites/customweapons/sniper_scope.spr'

Originally Posted by RNG

last something i forgot to mention: make a general res file template for servers so regular players wont end up shooting with ERROR signs.

the error sign problem is caused by the error that i am reporting (wrong filenames/missing files). Still a .res file is very useful to server owners.

Nice job! , for some reason i cant make work this pack with weapon_rg6 but i will keep testing...

also the script ask for files that seems to be missing:
sprites/customweapons/640hud8.spr'
sprites/customweapons/640hud9.spr'
'models/xm1014/v_xm1014.mdl'
'models/xm1014/w_xm1014.mdl'
'models/xm1014/p_xm1014.mdl'
'sprites/customweapons/sniper_scope.spr'
'sprites/customweapons/sniper_scope.spr'

the error sign problem is caused by the error that i am reporting (wrong filenames/missing files). Still a .res file is very useful to server owners.

Nice job! , for some reason i cant make work this pack with weapon_rg6 but i will keep testing...

Will get to work on that. Thanks for the feedback. You can ignore the sniper_scope.spr since none of the scoped weapons uses that sprite.

Re: [Custom Weapons] All Counter-Strike Weapons.

I've included the xm1014 for the next update (silly me for not double checking that)

Checked for many inconsistences in the script and in the files, most of them doesnt exist (I double checked that for sure).
as for 640hud8 and 9 are the warnings of radioactive/electricity/biohazard stuff, don't really need them since hl1 comes with them.
and again ignore the sniper_scope.spr, I'm using the old sniper scope (ch_sniper.spr) to cover that until support for tunnel vision comes out (as of right now I don't know of any developers confirming it, so don't expect it too soon).

If you're still getting those errors, please post a screenshot of both the script and the folders with it, so I might investigate it with more precision.

I would also like to request a .res file to upload together with the update.

Re: [Custom Weapons] All Counter-Strike Weapons.

Ah yes, the shield must return in one way or another. It could open a new way of gameplay possibilities.

Originally Posted by Solokiller

CS uses engine level support for the shield. I don't know how it accesses this, i think some entvars_t variable is used to pass along this information. I recall seeing it while working on a crash bug in the traceline code, but i can't recall what it looked like.